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AI Classnotes #5, John Shieh, 2012

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1 AI Classnotes #5, John Shieh, 2012
HEURISTIC SEARCH 4.0 Introduction 4.1 An Algorithm for Heuristic Search 4.2 Admissibility, Monotonicity, and Informedness 4.3 Using Heuristics in Games 4.4 Complexity Issues AI Classnotes #5, John Shieh, 2012

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Fig 4.1 First three levels of the tic-tac-toe state space reduced by symmetry AI Classnotes #5, John Shieh, 2012

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Fig 4.2 The “most wins” heuristic applied to the first children in tic-tac-toe. AI Classnotes #5, John Shieh, 2012

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Fig 4.3 Heuristically reduced state space for tic-tac-toe. AI Classnotes #5, John Shieh, 2012 4

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Fig 4.4 The local maximum problem for hill-climbing with 3-level look ahead Insert fig 4.4 AI Classnotes #5, John Shieh, 2012

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Fig 4.10 Heuristic search of a hypothetical state space. AI Classnotes #5, John Shieh, 2012

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A trace of the execution of best_first_search for Figure 4.4 AI Classnotes #5, John Shieh, 2012

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Fig 4.11 Heuristic search of a hypothetical state space with open and closed states highlighted. AI Classnotes #5, John Shieh, 2012 15

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Fig 4.12 The start state, first moves, and goal state for an example-8 puzzle. Insert fig 4.12 AI Classnotes #5, John Shieh, 2012 16

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Fig 4.14 Three heuristics applied to states in the 8-puzzle. AI Classnotes #5, John Shieh, 2012

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Fig 4.15 The heuristic f applied to states in the 8-puzzle. Insert fig 4.15 AI Classnotes #5, John Shieh, 2012 18

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Fig 4.16 State space generated in heuristic search of the 8-puzzle graph. Insert fig 4.16 AI Classnotes #5, John Shieh, 2012

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Fig 4.17 Open and closed as they appear after the 3rd iteration of heuristic search AI Classnotes #5, John Shieh, 2012

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Insert def box page 146 AI Classnotes #5, John Shieh, 2012

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Insert def box, pg 147 AI Classnotes #5, John Shieh, 2012

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Insert def box, pg 148 AI Classnotes #5, John Shieh, 2012

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Fig 4.18 Comparison of state space searched using heuristic search with space searched by breadth-first search. The proportion of the graph searched heuristically is shaded. The optimal search selection is in bold. Heuristic used is f(n) = g(n) + h(n) where h(n) is tiles out of place. AI Classnotes #5, John Shieh, 2012

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Fig 4.19 State space for a variant of nim. Each state partitions the seven matches into one or more piles. AI Classnotes #5, John Shieh, 2012

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Fig 4.20 Exhaustive minimax for the game of nim. Bold lines indicate forced win for MAX. Each node is marked with its derived value (0 or 1) under minimax. Insert fig 4.20 AI Classnotes #5, John Shieh, 2012

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Fig 4.21 Minimax to a hypothetical state space. Leafstates show heuristic values; internal states show backed-up values. Insert fig 4.21 AI Classnotes #5, John Shieh, 2012

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Fig 4.22 Heuristic measuring conflict applied to states of tic-tac-toe. AI Classnotes #5, John Shieh, 2012

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Fig 4.23 Two-ply minimax applied to the opening move of tic-tac-toe, from Nilsson (1971). AI Classnotes #5, John Shieh, 2012

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Fig 4.24 Two ply minimax, and one of two possible MAX second moves, from Nilsson (1971). AI Classnotes #5, John Shieh, 2012

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Fig 4.25 Two-ply minimax applied to X’s move near the end of the game, from Nilsson (1971). AI Classnotes #5, John Shieh, 2012

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Fig 4.26 Alpha-beta pruning applied to state space of Fig States without numbers are not evaluated. AI Classnotes #5, John Shieh, 2012

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Fig 4.27 Number of nodes generated as a function of branching factor, B, for various lengths, L, of solution paths. The relating equation is T = B(BL – 1)/(B – 1), adapted from Nilsson (1980). AI Classnotes #5, John Shieh, 2012 Luger: Artificial Intelligence, 5th edition. © Pearson Education Limited, 2005 6

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Fig 4.28 Informal plot of cost of searching and cost of computing heuristic evaluation against informedness of heuristic, adapted from Nilsson (1980). AI Classnotes #5, John Shieh, 2012 7

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Fig 4.29 The sliding block puzzle. AI Classnotes #5, John Shieh, 2012 8

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Fig 4.30. AI Classnotes #5, John Shieh, 2012

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Fig 4.31. AI Classnotes #5, John Shieh, 2012


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